#version 450

#extension GL_ARB_separate_shader_objects : enable

#extension GL_ARB_shading_language_420pack : enable

layout(location = 0) in vec3 i_Position;
layout(location = 1) in vec3 i_Normal;
layout(location = 2) in vec2 i_TexCoord;

layout(binding = 0) uniform UniformMVP {
    mat4 project;
    mat4 model;
    mat4 view;
} ubo;

layout(location = 0) out vec2 v_TexCoord;

out gl_PerVertex {
    vec4 gl_Position;
};

void main() {
    gl_Position = ubo.project * ubo.view * ubo.model * vec4(i_Position,1.0);
    v_TexCoord = i_TexCoord;
}